Compare any two graphics cards:
GeForce 9800 GT 1GB vs GeForce GT 430 1GB
IntroThe GeForce 9800 GT 1GB has a clock frequency of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also makes use of a 256-bit memory bus, and uses a 65/55 nm design. It features 112 SPUs, 56 Texture Address Units, and 16 Raster Operation Units.
Compare all that to the GeForce GT 430 1GB, which features clock speeds of 700 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 memory. It features 96 SPUs along with 16 Texture Address Units and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce 9800 GT 1GB should perform a lot faster than the GeForce GT 430 1GB overall. (explain)
Texel RateThe GeForce 9800 GT 1GB should be much (more or less 200%) better at texture filtering than the GeForce GT 430 1GB. (explain)
Pixel RateThe GeForce 9800 GT 1GB will be a lot (approximately 243%) faster with regards to FSAA than the GeForce GT 430 1GB, and will be able to handle higher screen resolutions better. (explain)
Please note that the above 'benchmarks' are all just theoretical - the results were calculated based on the card's specifications, and real-world performance may (and probably will) vary at least a bit.
Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.
Memory Bandwidth: Memory bandwidth is the max amount of information (counted in megabytes per second) that can be moved past the external memory interface in a second. The number is calculated by multiplying the card's bus width by its memory speed. If it uses DDR memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This figure is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly record to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.